Demonstrating Dynamic Pickup Objects in Dungeon Survival (Quick Video)

Hey guys, this is a quick video I did to demonstrate how the physics objects and picking them up will work in Dungeon Survival, which also plays into combat.

I’ve been working with physics engines, including implementing them from scratch into commercial game engines and doing complex physics implementations for about 7 years now. One thing I, like every other VR enthusiast, realized, is that without the haptic feedback of a real sword you’d need to do something special, and specifically different than the kinematic attachment you normally see, e.g., it’s bolted onto your hand or whatnot, and has essentially infinite mass – can move anything, regardless of how heavy, in order to get that feeling of weight.

To that end I wanted to test a method of letting the objects you pick up, including weapons, still be dynamic (e.g., can be moved by other physics objects in the simulation, and can’t move infinite mass).

Without further adieu, here’s the video:

 

YouTube version: https://www.youtube.com/watch?v=mYw-e0qTJkA

Please note this is pre-alpha footage, and does not represent the final state of anything featured!

Notice that when I hit small objects with low mass, like the mug and basket, they are easily moved with the sword, which is of a similar mass.

The table, by contrast, blocks the sword and moves it as I swing (as hard as I reasonably can).

In Dungeon Survival, you’ll need to be aware of your surroundings, as your weapon may be caught in obstructions, blocked/moved away by an opponent, or knocked out of your hand outright!

Grass Bending Test

Note: The following video is pre-alpha test footage, and in no way represents the quality of the final game.

It’s hard to see due to the video framerate and compression, but there are volumes for affecting the grass parented to the player’s feet.

Credit for the effect goes to Daniel Wenograd.

To add this to your own Unreal Engine 4 project, check out Daniel Wenograd’s post on the UE4 forums.